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    <td width="600"><br>
    <h3>Layout Commands</h3>
    <p>Layout commands are case-sensitive. Layout's native command mechanism is the <tt>evaluate</tt>
    function, with the command name and its arguments passed as a single, space-delimited
    string. Commands issued using the <tt>lookup</tt> and <tt>execute</tt> functions will be
    translated into <tt>evaluate</tt> strings before being processed, and the command
    arguments passed to <tt>execute</tt> must all be <a href="../dynaval.html">DynaValues</a>
    of type <tt>DY_STRING</tt>.</p>
    <p>Layout doesn't strip quote marks from arguments. They're treated literally, so they
    should only be included when they're actually part of the argument. (There aren't any
    commands whose argument lists require anything other than spaces to delimit the
    arguments.)</p>
    <p>Most Layout command arguments are optional. If the argument isn't supplied, Layout will
    prompt the user for the argument. In the command list that follows, the data types of the
    arguments are denoted by the initial letter. (The same letters are used in C <tt>printf</tt>
    formatting.)</p>
    <blockquote>
      <dl>
        <dt><strong>n</strong>umber</dt>
        <dd>An integer.</dd>
        <dt><strong>g</strong>float</dt>
        <dd>A floating-point number.</dd>
        <dt><strong>s</strong>tring</dt>
        <dd>A string, such as a filename or channel name.</dd>
        <dt>he<strong>x</strong></dt>
        <dd>A hexadecimal number, such as an item identifier.</dd>
      </dl>
    </blockquote>
    <p>The commands are divided into 15 categories, roughly according to what they do and
    which <a href="../globals.html">globals</a> provide the current values of the parameters
    they set.</p>
    <div align="center"><center><table border="0" cellpadding="4" cellspacing="0">
      <tr>
        <td width="150"><a href="#selection">Selection</a><br>
        <a href="#objects">Objects<br>
        </a><a href="#bones">Bones<br>
        </a><a href="#lights">Lights<br>
        </a><a href="#gillum">Global Illumination</td>
        <td width="150"></a><a href="#cameras">Cameras<br>
        </a><a href="#items">Items<br>
        </a><a href="#motion">Motion<br>
        </a><a href="#effects">Effects<br>
        </a><a href="#scenes">Scenes </td>
        <td width="150"></a><a href="#navigation">Navigation<br>
        </a><a href="#display">Display<br>
        </a><a href="#tools">Tools<br>
        </a><a href="#panels">Panels<br>
        </a><a href="#misc">Miscellaneous</td>
      </tr>
    </table>
    </center></div><p></a><a name="selection"><strong>Selection</strong></a></p>
    <p>Most item-specific commands operate on the currently selected item. The <a
    href="../globals/intinfo.html">Interface Info</a> global returns a list of the currently
    selected items.<dl>
      <tt>
      <dt>SelectItem <strong>x</strong>ID<br>
        SelectByName <strong>s</strong>name<br>
        AddToSelection <strong>x</strong>ID<br>
        RemoveFromSelection <strong>x</strong>ID</dt>
      </tt>
      <dd>Select an item by item ID or by name, or add and remove an item from the list of
        selected items.</dd>
      <tt>
      <dt><br>
        SelectAllObjects<br>
        SelectAllBones<br>
        SelectAllLights<br>
        SelectAllCameras</dt>
      </tt>
      <dd>Select all items of a given type.</dd>
      <tt>
      <dt><br>
        EditObjects<br>
        EditBones<br>
        EditLights<br>
        EditCameras</dt>
      </tt>
      <dd>Set the edit mode. This may affect the scope of some commands that depend on the
        contents of the scene or the item selection.</dd>
      <tt>
      <dt><br>
        PreviousItem<br>
        NextItem<br>
        FirstItem<br>
        LastItem</dt>
      </tt>
      <dd>Select items by traversing the item list.</dd>
      <tt>
      <dt><br>
        SelectParent<br>
        SelectChild<br>
        PreviousSibling<br>
        NextSibling</dt>
      </tt>
      <dd>Select items by traversing the parenting tree.</dd>
    </dl>
    <p><a name="objects"><strong>Objects</strong></a></p>
    <p>Commands that set object parameters operate on the currently selected object. You can
    use the functions returned by the <a href="../globals/objinfo.html">Object Info</a> global
    to get the current values of these parameters. <dl>
      <tt>
      <dt>LoadObject <strong>s</strong>filename<br>
        LoadObjectLayer <strong>n</strong>layer <strong>s</strong>filename</dt>
      </tt>
      <dd>Load an object, or an object layer, and add it to the scene.</dd>
      <tt>
      <dt><br>
        ReplaceWithObject <strong>s</strong>filename<br>
        ReplaceObjectLayer <strong>n</strong>layer <strong>s</strong>filename</dt>
      </tt>
      <dd>Replace the selected object or object layer.</dd>
      <tt>
      <dt><br>
        AddNull <strong>s</strong>name<br>
        ReplaceWithNull <strong>s</strong>name</dt>
      </tt>
      <dd>Add a null object to the scene, or replace the selected object with a null.</dd>
      <tt>
      <dt><br>
        AddPartigon <strong>s</strong>filename</dt>
      </tt>
      <dd>Add a partigon (a particle object) to the scene. The filename is used to save the
        object.</dd>
      <tt>
      <dt><br>
        SaveAllObjects</dt>
      </tt>
      <dd>Save all objects in the scene. This updates (overwrites) the object files and is useful
        primarily for saving any surface changes that may have been made in Layout.</dd>
      <tt>
      <dt><br>
        SaveObject <strong>s</strong>filename</dt>
      </tt>
      <dd>Save the selected object to a different file. Later references to the object in the
        scene will use the new filename.</dd>
      <tt>
      <dt><br>
        SaveTransformed <strong>s</strong>filename</dt>
      </tt>
      <dd>Save a copy of the selected object in its current state, generally after patching,
        deformations and motions have been applied in the current frame.</dd>
      <tt>
      <dt><br>
        SaveEndomorph <strong>s</strong>filename</dt>
      </tt>
      <dd>Save an endomorph of the selected object. This is the geometry of the object after
        transforming the points using a vertex map of type <tt>MORF</tt> or <tt>SPOT</tt>.</dd>
      <tt>
      <dt><br>
        SaveObjectCopy <strong>s</strong>filename</dt>
      </tt>
      <dd>Save a copy of the selected object.</dd>
      <tt>
      <dt><br>
        ClearAllObjects</dt>
      </tt>
      <dd>Remove all objects from the scene.</dd>
      <tt>
      <dt><br>
        SubdivisionOrder <strong>n</strong>order</dt>
      </tt>
      <dd>Set the subdivision order for subpatches in the selected object. The argument can be any
        of the values returned by the <a href="../globals/objinfo.html">Object Info</a> <tt>subdivOrder</tt>
        function.</dd>
      <tt>
      <dt><br>
        SubPatchLevel <strong>n</strong>display <strong>n</strong>render<br>
        MetaballResolution <strong>n</strong>display <strong>n</strong>render</dt>
      </tt>
      <dd>Set the patch resolution for subpatches and metaballs.</dd>
      <tt>
      <dt><br>
        MorphTarget <strong>x</strong>ID</dt>
      </tt>
      <dd>Set the selected object's morph target. The argument is the item ID of the target
        object.</dd>
      <tt>
      <dt><br>
        MorphAmount <strong>g</strong>amount</dt>
      </tt>
      <dd>Set the selected object's morph amount, usually a value between 0.0 and 1.0.</dd>
      <tt>
      <dt><br>
        MorphMTSE<br>
        MorphSurfaces</dt>
      </tt>
      <dd>Toggle the selected object's MTSE (Multiple Target Single Envelope) and Morph Surfaces
        options.</dd>
      <tt>
      <dt><br>
        ObjectDissolve <strong>g</strong>dissolve</dt>
      </tt>
      <dd>Set the selected object's dissolve, usually a value between 0.0 and 1.0.</dd>
      <tt>
      <dt><br>
        PolygonSize <strong>g</strong>size</dt>
      </tt>
      <dd>Set the selected object's polygon size. The default size is 1.0.</dd>
      <tt>
      <dt><br>
        UnseenByRays<br>
        UnseenByCamera<br>
        UnaffectedByFog</dt>
      </tt>
      <dd>Toggle options affecting the participation of the object in certain rendering
        components.</dd>
      <tt>
      <dt><br>
        SelfShadow<br>
        CastShadow<br>
        ReceiveShadow</dt>
      </tt>
      <dd>Toggle the selected object's raytraced shadow options.</dd>
      <tt>
      <dt><br>
        IncludeLight <strong>x</strong>ID<br>
        ExcludeLight <strong>x</strong>ID</dt>
      </tt>
      <dd>Include or exclude a light. The argument is the item ID of the light.</dd>
      <tt>
      <dt><br>
        ShadowExclusion</dt>
      </tt>
      <dd>A toggle that's on by default and applies to the whole scene. When turned off, shadow
        calculations will ignore light exclusion.</dd>
      <tt>
      <dt><br>
        PolygonEdgeFlags <strong>n</strong>flags<br>
        PolygonEdgeColor <strong>g</strong>red <strong>g</strong>green <strong>g</strong>blue</dt>
      </tt>
      <dd>Set the flags and color of the object's polygon edges. See the <a
        href="../globals/objinfo.html">Object Info</a> <tt>edgeOpts</tt> function for a list of
        possible flags.</dd>
      <tt>
      <dt><br>
        EnableDeformations</dt>
      </tt>
      <dd>Enable or disable deformations for all objects in the scene.</dd>
    </dl>
    <p><a name="bones"><strong>Bones</strong></a></p>
    <p>Commands that set bone parameters operate on the currently selected bone. You can use
    the functions returned by the <a href="../globals/boneinfo.html">Bone Info</a> global to
    get the current values of these parameters. <dl>
      <tt>
      <dt>AddBone <strong>s</strong>name<br>
        AddChildBone <strong>s</strong>name</dt>
      </tt>
      <dd>Add a bone to the scene. The currently selected bone becomes the parent of new child
        bones.</dd>
      <tt>
      <dt><br>
        DrawBones<br>
        DrawChildBones</dt>
      </tt>
      <dd>Activates a mode in which bones can be added by clicking and dragging in the interface.</dd>
      <tt>
      <dt><br>
        ClearAllBones</dt>
      </tt>
      <dd>Remove all bones from the scene.</dd>
      <tt>
      <dt><br>
        SkelegonsToBones</dt>
      </tt>
      <dd>Convert skelegons in the object to scene bones.</dd>
      <tt>
      <dt><br>
        BoneActive</dt>
      </tt>
      <dd>Make the bone active or inactive. An inactive bone is ignored during deformation
        calculations.</dd>
      <tt>
      <dt><br>
        BoneFalloffType <strong>n</strong>type</dt>
      </tt>
      <dd>Set the falloff function for the bone. The falloff is proportional to the distance
        raised to the power -2<tt><sup>type</sup></tt>. A <tt>type</tt> of 0 is inverse distance,
        1 is inverse distance squared, 2 is inverse distance to the fourth power, and so on.</dd>
      <tt>
      <dt><br>
        BoneRestPosition <strong>g</strong>X <strong>g</strong>Y <strong>g</strong>Z<br>
        BoneRestRotation <strong>g</strong>H <strong>g</strong>P <strong>g</strong>B<br>
        BoneRestLength <strong>g</strong>length<br>
        BoneStrength <strong>g</strong>strength</dt>
      </tt>
      <dd>Set bone parameters.</dd>
      <tt>
      <dt><br>
        BoneStrengthMultiply</dt>
      </tt>
      <dd>When set, the strength will be multiplied by the rest length.</dd>
      <tt>
      <dt><br>
        RecordRestPosition</dt>
      </tt>
      <dd>Take the bone's current position to be its rest position.</dd>
      <tt>
      <dt><br>
        BoneWeightMapName <strong>s</strong>name<br>
        BoneWeightMapOnly<br>
        BoneNormalization</dt>
      </tt>
      <dd>Set a weight map for a bone. If the Weight Map Only option is toggled on, the
        normalization toggle is also turned on by default. With normalization on, the displacement
        of a point is divided by the sum of the weights.</dd>
      <tt>
      <dt><br>
        BoneLimitedRange<br>
        BoneMinRange <strong>g</strong>distance<br>
        BoneMaxRange <strong>g</strong>distance</dt>
      </tt>
      <dd>Toggle limited range, and set the minimum and maximum extents of the range.</dd>
      <tt>
      <dt><br>
        BoneJointComp<br>
        BoneJointCompParent<br>
        BoneJointCompAmounts <strong>g</strong>self <strong>g</strong>parent</dt>
      </tt>
      <dd>Toggle joint compensation and the inclusion of the parent in the calculations, and set
        the compensation amounts. Both joint compensation and muscle flexing are deformation
        adjustments designed to preserve volume, and they can optionally take the parent into
        account when the adjustment is calculated.</dd>
      <tt>
      <dt><br>
        BoneMuscleFlex<br>
        BoneMuscleFlexParent<br>
        BoneMuscleFlexAmounts <strong>g</strong>self <strong>g</strong>parent</dt>
      </tt>
      <dd>Toggle muscle flexing and the inclusion of the parent in the calculations, and set the
        flex amounts.</dd>
    </dl>
    <p><a name="lights"><strong>Lights</strong></a></p>
    <p>Commands that set light parameters operate on the currently selected light. You can use
    the functions returned by the <a href="../globals/lightinf.html">Light Info</a> global to
    get the current values of these parameters. <dl>
      <tt>
      <dt>AddDistantLight <strong>s</strong>name<br>
        AddPointLight <strong>s</strong>name<br>
        AddSpotlight <strong>s</strong>name<br>
        AddLinearLight <strong>s</strong>name<br>
        AddAreaLight <strong>s</strong>name</dt>
      </tt>
      <dd>Add a light of the given type to the scene.</dd>
      <tt>
      <dt><br>
        ClearAllLights</dt>
      </tt>
      <dd>Remove all lights from the scene.</dd>
      <tt>
      <dt><br>
        SaveLight</dt>
      </tt>
      <dd>Save the light's parameters to a file. The user is prompted for the filename. The light
        information is stored in the format used for scene files.</dd>
      <tt>
      <dt><br>
        DistantLight<br>
        PointLight<br>
        Spotlight<br>
        LinearLight<br>
        AreaLight</dt>
      </tt>
      <dd>Set the type of the light.</dd>
      <tt>
      <dt><br>
        LightColor <strong>g</strong>red <strong>g</strong>green <strong>g</strong>blue<br>
        LightIntensity <strong>g</strong>intensity</dt>
      </tt>
      <dd>Set the color and intensity of the selected light.</dd>
      <tt>
      <dt><br>
        LightFalloffType <strong>n</strong>type<br>
        LightRange <strong>g</strong>distance</dt>
      </tt>
      <dd>Set the falloff type and range (or nominal distance) for the light. The falloff type
        affects the interpretation of the range value. These parameters aren't valid for distant
        lights.</dd>
      <tt>
      <dt><br>
        AffectDiffuse<br>
        AffectSpecular<br>
        AffectCaustics<br>
        AffectOpenGL</dt>
      </tt>
      <dd>Toggle these effects for the light.</dd>
      <tt>
      <dt><br>
        LightConeAngle <strong>g</strong>angle<br>
        LightEdgeAngle <strong>g</strong>angle</dt>
      </tt>
      <dd>Set the cone angle and soft edge angle for a spotlight.</dd>
      <tt>
      <dt><br>
        LightQuality <strong>n</strong>quality</dt>
      </tt>
      <dd>Set the quality level for a linear or area light.</dd>
      <tt>
      <dt><br>
        ShadowType <strong>n</strong>type</dt>
      </tt>
      <dd>Set the light's shadow type.</dd>
      <tt>
      <dt><br>
        CacheShadowMap</dt>
      </tt>
      <dd>Toggle the Cache Shadow Map option for a shadow-mapped light.</dd>
      <tt>
      <dt><br>
        ShadowMapSize <strong>n</strong>size</dt>
      </tt>
      <dd>Set the dimension of the shadow map for a light. A shadow map is a 2D array of pixels.
        The amount of memory it uses is proportional to the square of the size.</dd>
      <tt>
      <dt><br>
        ShadowMapFuzziness <strong>g</strong>fuzziness</dt>
      </tt>
      <dd>Set the amount of blur or softness for the shadow map.</dd>
      <tt>
      <dt><br>
        ShadowMapFitCone</dt>
      <dt>ShadowMapAngle <strong>g</strong>angle</dt>
      </tt>
      <dd>Set the &quot;field of view&quot; for a shadow map. This is the angle subtended by the
        shadow map at the position of the light. The <tt>FitCone</tt> toggle sets this angle equal
        to the cone angle of a spotlight.</dd>
      <tt>
      <dt><br>
        LensFlare</dt>
      </tt>
      <dd>Toggle a lens flare effect for the light.</dd>
      <tt>
      <dt><br>
        FlareIntensity <strong>g</strong>intensity</dt>
      </tt>
      <dd>Set the lens flare intensity.</dd>
      <tt>
      <dt><br>
        VolumetricLighting</dt>
      </tt>
      <dd>Toggle volumetrics for the light.</dd>
    </dl>
    <p><a name="gillum"><strong>Global Illumination</strong></a><dl>
      <tt>
      <dt>EnableLensFlares<br>
        EnableShadowMaps<br>
        EnableVolumetricLights<br>
        EnableRadiosity<br>
        EnableCaustics</dt>
      </tt>
      <dd>Toggle these features for the whole scene.</dd>
      <tt>
      <dt><br>
        AmbientColor <strong>g</strong>red <strong>g</strong>green <strong>g</strong>blue<br>
        AmbientIntensity <strong>g</strong>intensity</dt>
      </tt>
      <dd>Set the ambient light color and intensity.</dd>
      <tt>
      <dt><br>
        NoiseReduction</dt>
      </tt>
      <dd>Toggle the Shader Noise Reduction feature.</dd>
      <tt>
      <dt><br>
        RadiosityType <strong>n</strong>type</dt>
      </tt>
      <dd>Set the radiosity type, which can be one of the following. <p>0 - Backdrop Only<br>
        1 - Monte Carlo<br>
        2 - Interpolated</p>
      </dd>
      <tt>
      <dt>CacheRadiosity<br>
        CacheCaustics</dt>
      </tt>
      <dd>Toggle caching of the solutions for radiosity and caustics.</dd>
      <tt>
      <dt><br>
        RadiosityIntensity <strong>g</strong>intensity</dt>
      </tt>
      <dt><tt>RadiosityTolerance <strong>g</strong>tolerance<br>
        CausticIntensity <strong>g</strong>intensity</tt></dt>
      <dd>Set the radiosity intensity and tolerance and the caustic intensity.</dd>
      <tt>
      <dt><br>
        VolumetricRadiosity</dt>
      </tt>
      <dd>A toggle that's on by default, this controls whether volumetrics are taken into account
        by radiosity.</dd>
    </dl>
    <p><a name="cameras"><strong>Cameras</strong></a></p>
    <p>Commands that set camera parameters operate on the currently selected camera. You can
    use the functions returned by the <a href="../globals/caminfo.html">Camera Info</a> global
    to get the current values of these parameters. <dl>
      <tt>
      <dt>AddCamera <strong>s</strong>name</dt>
      </tt>
      <dd>Add a camera to the scene.</dd>
      <tt>
      <dt><br>
        ClearAllCameras</dt>
      </tt>
      <dd>Remove all cameras from the scene and restore the default camera.</dd>
      <tt>
      <dt><br>
        FrameSize <strong>n</strong>width <strong>n</strong>height<br>
        ResolutionMultiplier <strong>g</strong>multiplier</dt>
      </tt>
      <dd>Set the size of the output image. The resolution multiplier makes it easier to scale the
        image up or down without affecting (or knowing) the base frame size.</dd>
      <tt>
      <dt><br>
        PixelAspect <strong>g</strong>aspect</dt>
      </tt>
      <dd>Set the ratio of width to height for a pixel. Aspects less than 1.0 produce pixels that
        are taller than they are wide.</dd>
      <tt>
      <dt><br>
        CameraMask<br>
        MaskPosition <strong>n</strong>left <strong>n</strong>top <strong>n</strong>width <strong>n</strong>height<br>
        MaskColor <strong>g</strong>red <strong>g</strong>green <strong>g</strong>blue</dt>
      </tt>
      <dd>Enabling the camera mask causes the mask color to be drawn into the image outside the
        mask rectangle.</dd>
      <tt>
      <dt><br>
        LimitedRegion</dt>
      </tt>
      <dd>Toggle limited region rendering. When this is enabled, only the part of the image inside
        the limited region rectangle will be rendered.</dd>
      <tt>
      <dt><br>
        ZoomFactor <strong>g</strong>factor</dt>
      </tt>
      <dd>Set the camera zoom. This is the distance of the camera from the plane of projection.
        The image on this plane always has a half-height of 1.0.</dd>
      <tt>
      <dt><br>
        ApertureHeight <strong>g</strong>height</dt>
      </tt>
      <dd>Set the aperture height of the camera. The focal length is <tt>zoom * ApertureHeight / 2</tt>.</dd>
      <tt>
      <dt><br>
        Antialiasing <strong>n</strong>level</dt>
      </tt>
      <dd>Set the antialiasing level. <p>0 - Off<br>
        1 - Low (5 passes)<br>
        2 - Medium (9 passes)<br>
        3 - High (17 passes)<br>
        4 - Extreme (33 passes)</p>
      </dd>
      <tt>
      <dt>EnhancedAA</dt>
      </tt>
      <dd>Toggles Enhanced antialiasing.</dd>
      <tt>
      <dt><br>
        AdaptiveSampling</dt>
      </tt>
      <dd>Toggles adaptive sampling.</dd>
      <tt>
      <dt><br>
        AdaptiveThreshold <strong>g</strong>threshold</dt>
      </tt>
      <dd>Sets the threshold at which adjacent pixels are sufficiently different to receive
        antialiasing attention. Pixels with luminosity differences smaller than this will be
        skipped during antialiasing when adaptive sampling is enabled.</dd>
      <tt>
      <dt><br>
        ParticleBlur</dt>
      </tt>
      <dd>Toggle particle blur.</dd>
      <tt>
      <dt><br>
        MotionBlur <strong>n</strong>type</dt>
      </tt>
      <dd>Set the motion blur option. <p>0 - Off<br>
        1 - Normal<br>
        2 - Dithered</p>
      </dd>
      <tt>
      <dt>BlurLength <strong>g</strong>length</dt>
      </tt>
      <dd>Set the blur length as a fraction of the time between successive frames.</dd>
      <tt>
      <dt><br>
        Stereoscopic<br>
        EyeSeparation <strong>g</strong>separation</dt>
      </tt>
      <dd>Toggle stereoscopic rendering and set the interoccular distance.</dd>
      <tt>
      <dt><br>
        DepthOfField<br>
        FocalDistance <strong>g</strong>distance<br>
        LensFStop <strong>g</strong>fstop</dt>
      </tt>
      <dd>Toggle depth of field rendering and set the focus distance and f-stop.</dd>
    </dl>
    <p><a name="items"><strong>Items</strong></a></p>
    <p>These commands operate on the currently selected item and work with items of all types.
    Use the <a href="../globals/iteminfo.html">Item Info</a> or <a
    href="../globals/intinfo.html">Interface Info</a> globals to get the current values of the
    parameters set by many of these commands. <dl>
      <tt>
      <dt>ClearSelected</dt>
      </tt>
      <dd>Remove the selected items from the scene.</dd>
      <tt>
      <dt><br>
        Rename <strong>s</strong>name</dt>
      </tt>
      <dd>Rename the item. This works for all item types except objects, which derive their names
        from their filenames.</dd>
      <tt>
      <dt><br>
        Clone <strong>n</strong>clones</dt>
      </tt>
      <dd>Create one or more clones of the item.</dd>
      <tt>
      <dt><br>
        ItemActive <strong>n</strong>active</dt>
      </tt>
      <dd>Make the item active or inactive. An inactive item doesn't participate in rendering
        calculations. Inactive objects are 100% dissolved, and inactive lights have an intensity
        of 0. For bones, the command is a synonym for the <tt>BoneActive</tt> command. It
        currently has no effect on cameras.</dd>
      <tt>
      <dt><br>
        ApplyServer <strong>s</strong>class <strong>s</strong>server</dt>
      </tt>
      <dd>Apply a plug-in. The arguments are the first and second fields of the <a
        href="../server.html#servdesc">ServerRecord</a> for the plug-in.</dd>
      <tt>
      <dt><br>
        RemoveServer <strong>s</strong>class <strong>n</strong>index</dt>
      </tt>
      <dd>Remove a plug-in. The index refers to the list of applied servers of a given class. The
        first server in each list has an index of 1.</dd>
      <tt>
      <dt><br>
        AddEnvelope <strong>s</strong>channel<br>
        RemoveEnvelope <strong>s</strong>channel</dt>
      </tt>
      <dd>Create or remove the envelope associated with a parameter in Layout. These commands
        &quot;press the E button&quot; for envelopes Layout itself maintains. Use them for
        envelopes <em>not</em> created by your plug-in through either the <a
        href="../globals/vparam.html">Variant Parameters</a> or <a href="../globals/anenvel.html">Animation
        Envelopes</a> globals. The <tt>channel</tt> argument is the same as the channel name
        displayed in the Scene Editor when an item's channel list is expanded.</dd>
      <tt>
      <dt><br>
        SchematicPosition <strong>n</strong>X <strong>n</strong>Y</dt>
      </tt>
      <dd>Set the position of the current item within schematic views. The coordinates are
        relative to the upper left corner of the view pane.</dd>
      <tt>
      <dt><br>
        ItemLock <strong>n</strong>locked</dt>
      </tt>
      <dd>Lock or unlock the selected item. A locked item can't be selected by clicking on it in
        the view.</dd>
      <tt>
      <dt><br>
        ItemVisibility <strong>n</strong>visibility</dt>
      </tt>
      <dd>Set the visibility of the selected item. The argument can be any of the values returned
        by the <a href="../globals/intinfo.html">Interface Info</a> global's <tt>itemVis</tt>
        function.</dd>
      <tt>
      <dt><br>
        ItemColor <strong>n</strong>color</dt>
      </tt>
      <dd>Set the wireframe color of the selected item. The argument is an index into a color
        table.<table border="0" cellpadding="0" cellspacing="0">
          <tr>
            <td colspan="15">&nbsp; </td>
          </tr>
          <tr>
            <td width="23" align="center">0</td>
            <td width="23" align="center">1</td>
            <td width="23" align="center">2</td>
            <td width="23" align="center">3</td>
            <td width="23" align="center">4</td>
            <td width="23" align="center">5</td>
            <td width="23" align="center">6</td>
            <td width="23" align="center">7</td>
            <td width="23" align="center">8</td>
            <td width="23" align="center">9</td>
            <td width="23" align="center">10</td>
            <td width="23" align="center">11</td>
            <td width="23" align="center">12</td>
            <td width="23" align="center">13</td>
            <td width="23" align="center">14</td>
          </tr>
          <tr>
            <td width="345" align="center" colspan="15"><img width="335" height="13"
            src="../images/uicolors.gif"> </td>
          </tr>
        </table>
      </dd>
    </dl>
    <p><a name="motion"><strong>Motion</strong></a></p>
    <p>Motion commands operate on the current item. Use the <tt>param</tt> function of the <a
    href="../globals/iteminfo.html">Item Info</a> global, as well as the <a
    href="../globals/anenvel.html">Animation Envelopes</a> and <a
    href="../globals/chaninfo.html">Channel Info</a> globals, to read motion-related settings.
    <dl>
      <tt>
      <dt>CreateKey <strong>g</strong>time</dt>
      </tt>
      <dd>Create a key for all nine motion channels (position, rotation and scale). If a key
        already exists, this changes its settings.</dd>
      <tt>
      <dt><br>
        DeleteKey <strong>g</strong>time</dt>
      </tt>
      <dd>Delete all of an item's motion keys at a given time.</dd>
      <tt>
      <dt><br>
        AutoKey</dt>
      </tt>
      <dd>Toggle the Auto Key setting. When on, changes in the position, rotation or scale of an
        item are automatically recorded to a key. When off, a key must be created explicitly. </dd>
      <tt>
      <dt><br>
        Position <strong>g</strong>X <strong>g</strong>Y <strong>g</strong>Z<br>
        Rotation <strong>g</strong>H <strong>g</strong>P <strong>g</strong>B<br>
        Scale <strong>g</strong>X <strong>g</strong>Y <strong>g</strong>Z</dt>
      </tt>
      <dd>Position, rotate or scale the item. This has no effect on keys at the current time
        unless Auto Key has been turned on.</dd>
      <tt>
      <dt><br>
        AddPosition <strong>g</strong>X <strong>g</strong>Y <strong>g</strong>Z<br>
        AddRotation <strong>g</strong>H <strong>g</strong>P <strong>g</strong>B<br>
        AddScale <strong>g</strong>X <strong>g</strong>Y <strong>g</strong>Z</dt>
      </tt>
      <dd>Increment the motion. Like <tt>Position</tt>, <tt>Rotation</tt> and <tt>Scale</tt>, but
        the values are relative rather than absolute.</dd>
      <tt>
      <dt><br>
        PivotPosition <strong>g</strong>X <strong>g</strong>Y <strong>g</strong>Z<br>
        PivotRotation <strong>g</strong>H <strong>g</strong>P <strong>g</strong>B</dt>
      </tt>
      <dd>Set the position and rotation of the pivot (the origin of the item's rotation).</dd>
      <tt>
      <dt><br>
        RecordPivotRotation</dt>
      </tt>
      <dd>Add the current item rotation angles to the pivot rotation, and reset the item rotation
        angles to (0, 0, 0).</dd>
      <tt>
      <dt><br>
        Numeric</dt>
      </tt>
      <dd>Prepare for numeric entry. The specific behavior depends on which tool is active. For
        the Move, Rotate and Size tools, this activates the vector edit fields, and values typed
        after this will be entered there.</dd>
      <tt>
      <dt><br>
        EnableXH<br>
        EnableYP<br>
        EnableZB</dt>
      </tt>
      <dd>Unlock or lock a channel against changes caused by mouse dragging. Which channel is
        affected depends on which tool is active. If the Move tool is active, for example, <tt>EnableXH</tt>
        toggles the enable state of the X channel, and when it's disabled, moving an item by
        dragging the mouse may affect the Y and Z components of its position, but not the X
        component.</dd>
      <tt>
      <dt><br>
        WorldCoordinateSystem<br>
        ParentCoordinateSystem<br>
        LocalCoordinateSystem</dt>
      </tt>
      <dd>These affect the coordinate system in which mouse movement is interpreted for the motion
        tools. Moving the mouse can move an item along the world, parent or local (item) axes.</dd>
      <tt>
      <dt><br>
        LoadMotion <strong>s</strong>filename<br>
        SaveMotion <strong>s</strong>filename</dt>
      </tt>
      <dd>Load or save an item's keyframes in a motion file. The format of the file is similar to
        the format of the key data in <a href="../filefmts/lwsc.html">scene files</a>.</dd>
      <dt><tt><br>
        Undo</tt></dt>
      <dd>Undo the most recent motion change.</dd>
      <tt>
      <dt><br>
        Reset</dt>
      </tt>
      <dd>Set an item's animation channels to the values they had when the object was created or
        loaded. Which channels are affected depends on which tool is currently active. Channels
        disabled by <tt>EnableXH</tt>, <tt>EnableYP</tt> or <tt>EnableZB</tt> are not reset.</dd>
      <dt><tt><br>
        ParentItem <strong>x</strong>ID</tt></dt>
      <dd>Set the parent of the current item to the item given by the ID. The item's motion is
        relative to that of its parent.</dd>
      <tt>
      <dt><br>
        ParentInPlace</dt>
      </tt>
      <dd>A global setting. When turned off, setting a parent relationship causes the child item
        to jump to a new (world coordinate) position, since the child's position setting suddenly
        becomes relative to that of its parent. When turned on, parenting in place prevents the
        jump, adjusting the child's position relative to its parent so that its world position
        doesn't change. This setting can be read as a flag using the <a
        href="../globals/intinfo.html">Interface Info</a> global.</dd>
      <tt>
      <dt><br>
        TargetItem <strong>x</strong>ID</dt>
      </tt>
      <dd>Set the target of the current item to the item given by the ID. The item will rotate so
        that it points toward the target.</dd>
      <tt>
      <dt><br>
        PathAlignLookAhead <strong>g</strong>time</dt>
      </tt>
      <dd>Set the look-ahead interval, in seconds, for motion channels controlled by Align to
        Path. This is the amount of time by which changes in orientation of the item anticipate
        changes in the path direction. </dd>
      <tt>
      <dt><br>
        EnableIK</dt>
      </tt>
      <dd>A global toggle that enables or disables inverse kinematics calculations for all items.</dd>
      <tt>
      <dt><br>
        UnaffectedByIK</dt>
      </tt>
      <dd>Toggle the Unaffected by IK of Descendents option. When on, the item is isolated from
        the motion effects of inverse kinematics applied to the item's children. The item becomes
        the base of the IK chain containing its children.</dd>
      <tt>
      <dt><br>
        GoalItem <strong>x</strong>ID</dt>
      </tt>
      <dd>Set the IK goal of the current item to the item given by the ID.</dd>
      <tt>
      <dt><br>
        FullTimeIK</dt>
      </tt>
      <dd>Toggle Full-time IK for the item. This determines whether IK is recalculated each time
        the item's goal is moved.</dd>
      <tt>
      <dt><br>
        GoalStrength <strong>g</strong>strength</dt>
      </tt>
      <dd>Set the strength, or amount of influence, of an item's IK goal. The goal strength is
        relative to that of the other goals associated with an IK chain.</dd>
      <tt>
      <dt><br>
        MatchGoalOrientation</dt>
      </tt>
      <dd>When on, this toggle causes the item's rotation and scale to match that of its goal.</dd>
      <tt>
      <dt><br>
        KeepGoalWithinReach</dt>
      </tt>
      <dd>When on, this toggle constrains the motion of the goal so that it's always
        &quot;attached&quot; to the item.</dd>
      <tt>
      <dt><br>
        HController <strong>n</strong>controller<br>
        PController <strong>n</strong>controller<br>
        BController <strong>n</strong>controller</dt>
      </tt>
      <dd>Set the controller for each rotation channel. The argument can be any of the values
        returned by the <a href="../globals/iteminfo.html">Item Info</a> <tt>controller</tt>
        function.</dd>
      <tt>
      <dt><br>
        HLimits <strong>g</strong>min <strong>g</strong>max<br>
        PLimits <strong>g</strong>min <strong>g</strong>max<br>
        BLimits <strong>g</strong>min <strong>g</strong>max</dt>
      </tt>
      <dd>Set minimum and maximum limits for each rotation channel.</dd>
      <tt>
      <dt>&nbsp;</dt>
      </tt>
      <dt><tt>RecordMinAngles<br>
        RecordMaxAngles</tt></dt>
      <dd>Use the current rotation of the item as the minimum or maximum limit for all three
        rotation channels.</dd>
      <dt><tt><br>
        LimitH<br>
        LimitP<br>
        LimitB</tt></dt>
      <dd>Enable or disable rotation limits.</dd>
      <tt>
      <dt><br>
        HStiffness <strong>g</strong>stiffness<br>
        PStiffness <strong>g</strong>stiffness<br>
        BStiffness <strong>g</strong>stiffness</dt>
      </tt>
      <dd>Set the stiffness (resistance to rotation via IK).</dd>
    </dl>
    <p><a name="effects"><strong>Effects</strong></a></p>
    <p>These commands affect settings on the Effects panel. Use the <a
    href="../globals/bkdpinfo.html">Backdrop Info</a> and <a href="../globals/foginfo.html">Fog
    Info</a> globals to read these settings.<dl>
      <tt>
      <dt>GradientBackdrop<br>
        ZenithColor <strong>g</strong>red <strong>g</strong>green <strong>g</strong>blue<br>
        SkyColor <strong>g</strong>red <strong>g</strong>green <strong>g</strong>blue<br>
        GroundColor <strong>g</strong>red <strong>g</strong>green <strong>g</strong>blue<br>
        NadirColor <strong>g</strong>red <strong>g</strong>green <strong>g</strong>blue</dt>
      </tt>
      <dd>Enable or disable the gradient backdrop, and set its key colors.</dd>
      <tt>
      <dt><br>
        FogType <strong>n</strong>type</dt>
      </tt>
      <dd>Set the fog type. The type can be any of the values that are valid for the <a
        href="../globals/foginfo.html">Fog Info</a> <tt>type</tt> field.</dd>
      <tt>
      <dt><br>
        FogMinDistance <strong>g</strong>distance<br>
        FogMaxDistance <strong>g</strong>distance</dt>
      </tt>
      <dd>Set the distance extents of the fog.</dd>
      <tt>
      <dt><br>
        FogMinAmount <strong>g</strong>amount<br>
        FogMaxAmount <strong>g</strong>amount</dt>
      </tt>
      <dd>Set the fog amounts at the minimum and maximum distances.</dd>
      <tt>
      <dt><br>
        FogColor <strong>g</strong>red <strong>g</strong>green <strong>g</strong>blue</dt>
      </tt>
      <dd>Set the fog color.</dd>
    </dl>
    <p><a name="scenes"><strong>Scenes</strong></a></p>
    <p>These commands involve render options and scene loading and saving. You can read many
    of the parameters using the <a href="../globals/sceneinf.html">Scene Info</a> global.<dl>
      <tt>
      <dt>ClearScene</dt>
      </tt>
      <dd>Clear the scene. All items are removed and all scene parameters are reset to their
        default values.</dd>
      <tt>
      <dt><br>
        LoadScene <strong>s</strong>filename</dt>
      </tt>
      <dd>Load a scene file.</dd>
      <tt>
      <dt><br>
        LoadFromScene <strong>s</strong>filename</dt>
      </tt>
      <dd>Load the objects, and optionally the lights, from a scene file.</dd>
      <tt>
      <dt><br>
        SaveScene<br>
        SaveSceneAs <strong>s</strong>filename</dt>
      </tt>
      <dd>Save the scene.</dd>
      <tt>
      <dt><br>
        SaveLWSC1 <strong>s</strong>filename</dt>
      </tt>
      <dd>Save the scene in version 1 format. This is the scene file format used by versions of
        LightWave prior to 6.0. Some information may be lost, since the old format doesn't support
        many of the newer features.</dd>
      <tt>
      <dt><br>
        SaveSceneCopy <strong>s</strong>filename</dt>
      </tt>
      <dd>Save a copy of the scene. Unlike <tt>SaveSceneAs</tt>, <tt>SaveSceneCopy</tt> doesn't
        rename the scene.</dd>
      <tt>
      <dt><br>
        ContentDirectory <strong>s</strong>dirname</dt>
      </tt>
      <dd>Set the content directory (a file system path). Objects and other files referenced in
        the scene are listed relative to this path.</dd>
      <tt>
      <dt><br>
        FirstFrame <strong>n</strong>frame<br>
        LastFrame <strong>n</strong>frame<br>
        FrameStep <strong>n</strong>frames</dt>
      </tt>
      <dd>Set the frame range and step size for rendering.</dd>
      <tt>
      <dt><br>
        FramesPerSecond <strong>g</strong>fps</dt>
      </tt>
      <dd>Set the playback speed of the animation. This is used to convert between frame numbers
        and elapsed time in seconds.</dd>
      <tt>
      <dt><br>
        AutoFrameAdvance</dt>
      </tt>
      <dd>Toggle the Auto Frame Advance feature. During rendering with this turned off, the user
        must confirm before each frame is rendered.</dd>
      <tt>
      <dt><br>
        EnableVIPER</dt>
      </tt>
      <dd>Enable or disable the VIPER (Virtual Interactive Preview Render) system. Enabling VIPER
        allows it to store buffers from the most recently rendered frame, but doesn't open the
        VIPER window.</dd>
      <tt>
      <dt><br>
        RayTraceShadows<br>
        RayTraceReflection<br>
        RayTraceRefraction<br>
        RayTraceTransparency</dt>
      </tt>
      <dd>Toggle raytracing of shadows, reflection, refraction and transparency.</dd>
      <tt>
      <dt><br>
        RenderFrame<br>
        RenderSelected<br>
        RenderScene</dt>
      </tt>
      <dd>Render the current frame, render only the currently selected objects in the frame, or
        render all frames.</dd>
    </dl>
    <p><a name="navigation"><strong>Navigation</strong></a></p>
    <p>These commands are concerned with the user's navigation within Layout's interface, but
    being able to set the current frame and animate the display is also useful to plug-ins.
    The current frame is available from the <a href="../globals/intinfo.html">Interface Info</a>
    global as the current time. Use the <tt>framesPerSecond</tt> field from the <a
    href="../globals/sceneinf.html">Scene Info</a> global to convert this to a frame number.</p>
    <p>Some of these commands operate on a single view pane, the one that currently contains
    the mouse cursor.<dl>
      <tt>
      <dt>GoToFrame <strong>n</strong>frame<br>
        PreviousFrame<br>
        NextFrame<br>
        PreviousKey<br>
        NextKey</dt>
      </tt>
      <dd>Shuttle the display to a specific frame, an adjacent frame, or the next or previous
        frame containing a motion key.</dd>
      <tt>
      <dt><br>
        Refresh<br>
        RefreshNow</dt>
      </tt>
      <dd>Tell Layout to recompute motions and geometry. After changing the current frame,
        plug-ins that bake geometry can issue the <tt>RefreshNow</tt> command so that vertex
        positions are updated immediately. By default, <tt>Refresh</tt> runs during idle time,
        which won't occur while a plug-in's code is executing.</dd>
      <tt>
      <dt><br>
        Redraw<br>
        RedrawNow</dt>
      </tt>
      <dd>Redraw the display. Like <tt>RefreshNow</tt>, <tt>RedrawNow</tt> executes immediately
        rather than waiting for idle time. But the draw commands by themselves don't cause motions
        and geometry to be recomputed.</dd>
      <tt>
      <dt><br>
        PlayForward<br>
        PlayBackward<br>
        Pause</dt>
      </tt>
      <dd>Animate the display, or make it stop animating.</dd>
      <tt>
      <dt><br>
        PreviewFirstFrame <strong>n</strong>frame<br>
        PreviewLastFrame <strong>n</strong>frame<br>
        PreviewFrameStep <strong>n</strong>frames</dt>
      </tt>
      <dd>Set the range of frames and the frame step for animating the display. The frame range
        also affects the range of frames that are accessible to the user through the frame shuttle
        control.</dd>
      <tt>
      <dt><br>
        MakePreview<br>
        PlayPreview<br>
        FreePreview<br>
        LoadPreview<br>
        SavePreview</dt>
      </tt>
      <dd>Manage pre-rendered previews. These store the animated display as an image sequence.</dd>
      <tt>
      <dt><br>
        ClearAudio<br>
        LoadAudio<br>
        PlayAudio</dt>
      </tt>
      <dd>Manage Layout's audio track.</dd>
      <tt>
      <dt><br>
        FractionalFrames</dt>
      </tt>
      <dd>When this toggle is set, Layout allows the user to move the frame shuttle to non-integer
        frame numbers.</dd>
      <tt>
      <dt><br>
        CenterMouse</dt>
      </tt>
      <dd>Center a view over the current mouse position.</dd>
      <tt>
      <dt><br>
        CenterItem</dt>
      </tt>
      <dd>Center a view over the position of the selected item. This is a toggle that causes the
        view to remain centered on the item while it's being moved.</dd>
      <tt>
      <dt><br>
        FitAll<br>
        FitSelected</dt>
      </tt>
      <dd>Scale and move a view so that it contains all items or all selected items.</dd>
      <tt>
      <dt><br>
        ZoomIn<br>
        ZoomOut<br>
        ZoomInX2<br>
        ZoomOutX2</dt>
      </tt>
      <dd>Scale a view. The <tt>X2</tt> versions scale the view by a factor twice as large.</dd>
    </dl>
    <p><a name="display"><strong>Display</strong></a></p>
    <p>These commands set display options. Many of these can be read from the <a
    href="../globals/intinfo.html">Interface Info</a> global. As with some navigation
    commands, many of these commands operate on the view pane that contains the mouse cursor. <dl>
      <tt>
      <dt>GridSize <strong>g</strong>size<br>
        IncreaseGrid<br>
        DecreaseGrid</dt>
      </tt>
      <dd>Set the grid size, or scale it in approximately logarithmic steps: 1, 2, 5, 10, 20, 50,
        and so on. The grid size is the interval in meters between grid lines in the display. The
        scale of the view is relative to this size, so the entire scene (but not the grid) will <em>appear
        to</em> grow or shrink in the view panes as this number is changed.</dd>
      <tt>
      <dt><br>
        DynamicUpdate <strong>n</strong>level</dt>
      </tt>
      <dd>Set the amount of display interactivity. The level can be any of the values that are
        valid for the <a href="../globals/intinfo.html">Interface Info</a> <tt>dynaUpdate</tt>
        field.</dd>
      <tt>
      <dt><br>
        ShowMotionPaths<br>
        ShowHandles<br>
        ShowIKChains<br>
        ShowCages<br>
        ShowSafeAreas<br>
        ShowFieldChart<br>
        ShowTargetLines</dt>
      </tt>
      <dd>Toggle the drawing of these display components.</dd>
      <tt>
      <dt><br>
        BoundingBoxThreshold <strong>n</strong>threshold</dt>
      </tt>
      <dd>Set the minimum number of points at which an object will be drawn initially as a
        bounding box. Lower numbers improve interactivity, but plug-ins that bake geometry
        transformations may need to set this above the number of points in the object they're
        baking. Otherwise only the bounding box vertex positions will be computed by Layout.</dd>
      <tt>
      <dt><br>
        TopView<br>
        BottomView<br>
        BackView<br>
        FrontView<br>
        RightView<br>
        LeftView<br>
        XYView<br>
        XZView<br>
        ZYView<br>
        PerspectiveView<br>
        LightView<br>
        CameraView<br>
        SchematicView</dt>
      </tt>
      <dd>Set the type of view in a view pane. The first six are orthographic views in the
        direction of the world -Y, +Y, -Z, +Z, -X and +X axes, respectively. <tt>XYView</tt> (X
        increasing to the right on the display, Y increasing upwards) is a synonym for <tt>BackView</tt>.
        <tt>XZView</tt> (X right, Y up) is a synonym for <tt>TopView</tt>, and <tt>ZYView</tt> (Z
        right, Y up) is a synonym for <tt>RightView</tt>. The light and camera views look through
        the selected light and camera. The schematic view is a diagram of the parenting hierarchy.</dd>
      <tt>
      <dt><br>
        ViewLayout <strong>n</strong>layout<br>
        PreviousViewLayout<br>
        NextViewLayout<br>
        SingleView</dt>
      </tt>
      <dd>Select a view layout, the arrangement of up to four view panes. The layout indexes are <table
        border="0" cellpadding="0" cellspacing="0">
          <tr>
            <td colspan="12">&nbsp; </td>
          </tr>
          <tr>
            <td width="23" align="center">0</td>
            <td width="23" align="center">1</td>
            <td width="23" align="center">2</td>
            <td width="23" align="center">3</td>
            <td width="23" align="center">4</td>
            <td width="23" align="center">5</td>
            <td width="23" align="center">6</td>
            <td width="23" align="center">7</td>
            <td width="23" align="center">8</td>
            <td width="23" align="center">9</td>
            <td width="23" align="center">10</td>
            <td width="23" align="center">11</td>
          </tr>
          <tr>
            <td width="276" align="center" colspan="12"><img width="268" height="13"
            src="../images/layouts.gif"> </td>
          </tr>
        </table>
        <p><tt>SingleView</tt> is a synonym for <tt>ViewLayout 0</tt>.</p>
      </dd>
      <tt>
      <dt>SaveViewLayout</dt>
      </tt>
      <dd>Make the current view layout the default.</dd>
      <tt>
      <dt><br>
        Layout_SetWindowPos <strong>n</strong>X <strong>n</strong>Y<br>
        Scene_SetWindowPos <strong>n</strong>X <strong>n</strong>Y<br>
        Item_SetWindowPos <strong>n</strong>X <strong>n</strong>Y</dt>
      </tt>
      <dd>Set the position of Layout's main window and the Scene Editor and Item Properties
        panels. The arguments are the screen coordinates of the upper left corner.</dd>
      <tt>
      <dt><br>
        Layout_SetWindowSize <strong>n</strong>width <strong>n</strong>height<br>
        Scene_SetWindowSize <strong>n</strong>width <strong>n</strong>height</dt>
      </tt>
      <dd>Set the dimensions of Layout's main window and the Scene Editor panel.</dd>
      <tt>
      <dt><br>
        HideToolbar</dt>
      </tt>
      <dd>Toggle the visibility of the toolbar (the vertical strip of buttons next to the view
        area).</dd>
      <tt>
      <dt><br>
        AddButton <strong>s</strong>command <strong>s</strong>group</dt>
      </tt>
      <dd>Add a button to the toolbar or one of the other menu areas. The <tt>group</tt> is the
        name of the menu group in which the button will be added.</dd>
      <tt>
      <dt><br>
        AlertLevel <strong>n</strong>level</dt>
      </tt>
      <dd>Set the alert level. This controls the method used to display warning, error and
        informational messages. The level can be any of the values returned by the <a
        href="../globals/intinfo.html">Interface Info</a> <tt>alertLevel</tt> function.</dd>
      <tt>
      <dt><br>
        AutoConfirm <strong>n</strong>on_off</dt>
      </tt>
      <dd>Set the auto-confirm switch. When this is turned on, confirmation dialogs that would
        otherwise be displayed to the user are suppressed. Plug-ins can use this to issue a large
        number of commands without inundating the user with requests to confirm each operation.
        Remember to turn it off again when you no longer need it.</dd>
    </dl>
    <p><a name="tools"><strong>Tools</strong></a></p>
    <p>These enable specific tools. Once a tool is active, the user's mouse movements and
    button clicking are interpreted as operations of the tool. These are available as commands
    primarily so that the user can map them to shortcut keys, but a few of the commands
    (Reset, for example) use the active tool as a context.</p>
    <pre>MoveTool
RotateTool
SizeTool
StretchTool
SquashTool
MovePivotTool
RotatePivotTool
MovePathTool
MorphAmountTool
RestLengthTool
ConeAngleTool
CameraZoomTool
AdjustRegionTool
LightIntensityTool
ChangeTool</pre>
    <p><a name="panels"><strong>Panels</strong></a></p>
    <p>These commands open or close panels.<dl>
      <tt>
      <dt>EditServer <strong>s</strong>class <strong>n</strong>index<br>
        LastPluginInterface</dt>
      </tt>
      <dd>Display a plug-in's interface. The <tt>class</tt> is the first field of the plug-in's <a
        href="../server.html#servdesc">ServerRecord</a>, and the <tt>index</tt> refers to the list
        of applied servers of a given class. The first server in each list has an index of 1. Use
        the <a href="../globals/iteminfo.html">Item Info</a> global to examine each item's server
        lists.</dd>
      <tt>
      <dt><br>
        HideWindows</dt>
      </tt>
      <dd>Toggle the visibility of open panels.</dd>
      <tt>
      <dt><br>
        About</dt>
      </tt>
      <dd>Display the About dialog.</dd>
      <tt>
      <dt><br>
        SceneEditor<br>
        GraphEditor<br>
        SurfaceEditor<br>
        ImageEditor<br>
        ItemProperties<br>
        DisplayOptions<br>
        GeneralOptions<br>
        FlareOptions<br>
        VolumetricLightingOptions<br>
        MotionOptions<br>
        PreviewOptions<br>
        RenderOptions<br>
        NetRender<br>
        Backdrop<br>
        Volumetrics<br>
        Compositing<br>
        ImageProcessing<br>
        AboutOpenGL<br>
        VIPER<br>
        Presets<br>
        Statistics<br>
        EditMenus<br>
        EditKeys<br>
        EditPlugins<br>
        MasterPlugins<br>
        Generics<br>
        CommandHistory<br>
        CommandInput <strong>s</strong>command</dt>
      </tt>
      <dd>Open one of the panels, or close the panel if it's open.</dd>
    </dl>
    <p><a name="misc"><strong>Miscellaneous</strong></a></p>
    <p>These commands don't easily fit into any of the other categories. <dl>
      <tt>
      <dt>Model</dt>
      </tt>
      <dd>Switch to Modeler. If Modeler isn't running, it will be started. If the Hub isn't
        running, the command has no effect.</dd>
      <tt>
      <dt><br>
        Synchronize</dt>
      </tt>
      <dd>Synchronize objects in the scene with Modeler (reload objects that have been modified in
        Modeler).</dd>
      <tt>
      <dt><br>
        AddPlugins <strong>s</strong>filename</dt>
      </tt>
      <dd>Install the plug-ins found in the file.</dd>
      <tt>
      <dt><br>
        SaveCommandList</dt>
      </tt>
      <dd>Save a list of these commands as a text file. The list will also contain all of the
        installed <a href="../classes/generic.html">LayoutGeneric</a> class plug-ins, as well as
        commands for some of the editors.</dd>
      <tt>
      <dt><br>
        Quit</dt>
      </tt>
      <dd>Quit Layout.</dd>
    </dl>
    </td>
  </tr>
</table>
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